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InF3RNo

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Everything posted by InF3RNo

  1. Hello, I've seen these new options on the difficulty panel, what do they mean? I mean, allow stock vessel, stock them where? And indestructible facilities, can facilities in kerbin be broken? Thanks, InF3RNo.
  2. Hello, I've been told always that to make an orbit around Kerbin I need to burn up 'til 8km-10km and then burn 90-45 until the apoapsis grows to 70, then when going near the apoapsis, burn prograde to the orbit velocity, then you'll get an orbit around kerbin. My problem is some contracts ask me to go below/above places that are just in the other way the orbit normally goes. Is possible to go up instead of 90-45, 90-90+45 and do a contrary orbit or this goes against the law of physics or something like that? I'm noob yet and not really good with science, hehe. Regards, InF3RNo.
  3. I personally like another layer of difficulty that motivates a game without mods. But I know I will end playing science sandbox with mining and making bases in outer space and on moons.
  4. I would recommend play career with stock and when you feel realised play science sandbox with some mining and profitable bases on moons and planets.
  5. Buenas, empece a jugar hace mucho tiempo pero no llegue a conseguir grandes cosas. Ahora vuelvo al juego y a ver si aprendo a jugar de nuevo, si lo que hacia antes se podia llamar jugar... jaja.
  6. Oh I guess I will be posting lot of self fails here when I get back home.
  7. Yes I felt something weird while going out from atmosphere to space.
  8. ¿Cómo va esto de un servidor de KSP? No probé nunca funcionalidad multijugador ni nada.
  9. Hello, I've been playing again this game since the big update, and well, I'm doing it at normal, but I'm feeling I'm not getting enough science as before. Before the beta patch, how much was the default science reward, as normal 100% or I'm missing some science because it was higher?
  10. I remember there was something like a mod that let you launch ships from another planets or moons you've visited and installed some buildings, is that mod updated to this version and if so what was the name? I'll give a try to each mod you commented to see what I'd like.
  11. I would like to play career or science career but not on hard or so since the science output is lower, nor in easy or 1000% science, that would be nearly sandbox mode hehe. I would like to establish self sufficent bases in moons and planets is possible. Is that even possible now in KSP?
  12. Hello, last time I was playing I was using some robotic hands to try place some bases in space. But without a mining plan, game lacks the excitement it can have. So, I heard about kerbonite and kethane, I heard also that kethane isn't updated for this beta now. And putting the mods in curse in order to most downloaded, and of course MechJeb is 1st option I'd look into, as I was in a conversation about the use and against the use of this. And I ended up using it because thought that real astronauts use some automatic options to fly, not everything manual. So my question is, what mods are you currently using to squeeze all the fun of the game at the moment? Regards, InF3RNo.
  13. Hi and thanks for the answers, it's just the contracts seems to don't get renewed, or there's just too few of them. Also the problem is some contracts don't give enough money in advance and when completing to cover the money intake that they need to be ran. For example testing some devices in flight in some condition don't give enough money for the effort, this is supposed to be so?
  14. Hello, I'm a returning player and had this game since early alpha, but now I'm lost with this thing of contracts, for example, I let some time pass and there's no new contracts for example. For example, I can't find now the kethane mod, there's some mining modules now in game that's from the very game? Regards, InF3RNo.
  15. Thanks for the answer, I will install all the recommended mods advised as soon as I'm back home.
  16. Hello, is this mode implemented in Career Mode? By the way, why module manager for pods to be used as workshops? How that works? I mean it says it is for editing porpouses. Thanks.
  17. Ooh just found out someone continued the post with other similar name. http://forum.kerbalspaceprogram.com/threads/59545-0-23-5-Extraplanetary-Launchpads-v4-1-2 Thanks!
  18. Hello, I've been checking some mods to add more excitement to the game, and I've came across with this Extraplanetary Launch mod, seems really nice but wasn't able to post in its post because it was closed since long time. Is this project going on or it was stopped? I checked it with career mode but I can't see any part added to the science tech tree, so, how can I use it? Or it's intended to work in sandbox only? Also, I haven't unlocked lots of techs but I thought I might encounter one of that technology at least. Thanks, I hope this post is well placed.
  19. Buenas, he hecho este vídeo hace poco, por si a alguien le sirve de ayuda. Los datos y demás que veis son del Mechjeb, que es básicamente como un ordenador abordo que ayuda bastante, pero como soy muy noob pues fallo hasta aterrizando con el Mechjeb, jaja.
  20. Thanks again for the answers, I achieved to get to Minmus with enough fuel 2500 m/s on Vacuum, that's what the ÃŽâ€V says, I hope I can get back to Kerbin without any problem. Never achieved so much Science Points at once Thanks!
  21. Again I've got a problem, now it's when trying to burn 90º - 45º, I can see my prograde a bit far from where it should be, I think it could be the ship mass is higher and the prograde is moving because that reason. In the picture you can see that I changed it to 90 - 65 and the prograde is way down from the 90 - 45, should I change it a bit more like 90 - 80 to make the prograde fit where it should be to get a good apoapsis in time? Thanks!
  22. What do you mean with boatloads of dV? I'm not that well informed about physics. By the way how did you land on Minmus with the ship standing still? I mean, even with legs I've got problems to make it reach stable, with that, for me it'd be exploded, sure. Roger that, will try next, but usually when landing to Minmus or Mun I decouple the thrusters and there's no way back, don't know how to land with thrusters and all that. Good to know, will test it on my next flight. And yes, english is not my first language, it's spanish, but not so many spanish that know answers so fasts obtained than english forum. I've checked some videos about that Asparagus, it doesn't work with solid fuel boosters, right? I thought that asparagus was about placing and dropping some fuel containers in order, but also seen that's about fuel transfering or something like that? Haven't tried it even when I played only sandbox long time ago. If SRB you mean the solid fuel boosters, yes, already advised me to modify that so I don't waste the fuel so much, because it seems I'm not able to get at 100% thrust power from them to a nearly circular orbit, but with 80% I can do that fine. ----- Thanks for all the answers, I'll put your tips to good use right now, that I'm going to try fly more efficently, and obtain science much more!
  23. I added some winglets to control to put ship to 90º-45º faster, and lowered thrust to 80 from 100, and I'm able to get 70pe-80ap orbits, at last I found a way to make fuel efficency ships. Thanks! About technicalfool said, I never achieved to return jettisoned things back to kerbin with data from science, I usually send it by transmission systems, I have to learn that too, hehe. I need to start reading something about that, any ideas where should I start from? Should I just simply google it? Thanks again.
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